﻿using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using PloobsEngine.SceneControl;
using PloobsEngine.Physics;
using PloobsEngine;
using PloobsEngine.Cameras;
using PloobsEngine.Input;
using Microsoft.Xna.Framework;
using PloobsEngine.Physics.Bepu;
using PloobsEngine.Modelo;
using PloobsEngine.Material;
using Microsoft.Xna.Framework.Graphics;
using PloobsEngine.Utils;
using PloobsEngine.Features;
using PloobsEngine.Commands;
using PloobsEngineDemo3;
using PloobsEngine.Light;
using Etapa1.SubdivisionSurface;
using Etapa1.BezierExperiments;
using Microsoft.Xna.Framework.Input;

namespace Etapa1.Screens
{
    public class CurveScreen : SceneScreen
    {
        ICamera cam;
        private BepuPhysicWorld physicWorld;
        private BrutalForceWorld mundo;
        private EngineStuff engine;                
        SimpleCurve bc;
        VertexBufferModel sm;

        Vector3 p0 = new Vector3(0, 0, 0);
        Vector3 p1 = new Vector3(0, 0, 1);
        Vector3 p2 = new Vector3(1, 0, 1);
        Vector3 p3 = new Vector3(1, 0, 0);


        public CurveScreen(EngineStuff es)
        {
            this.engine = es;
            physicWorld = new BepuPhysicWorld();
            mundo = new BrutalForceWorld(physicWorld);                        
            engine.Game.IsFixedTimeStep = true;
        }
        
        public override void LoadContent(EngineStuff es)
        {            
            InputAdvanced inp = new InputAdvanced(engine);
            engine.AddComponent(inp);

            base.LoadContent(es);            

            #region Models

            p0 = Vector3.Transform(p0, Matrix.CreateScale(100) * Matrix.CreateTranslation(new Vector3(0, 100, 0)));
            p1 = Vector3.Transform(p1, Matrix.CreateScale(100) * Matrix.CreateTranslation(new Vector3(0, 100, 0)));
            p2 = Vector3.Transform(p2, Matrix.CreateScale(100) * Matrix.CreateTranslation(new Vector3(0, 100, 0)));
            p3 = Vector3.Transform(p3, Matrix.CreateScale(100) * Matrix.CreateTranslation(new Vector3(0, 100, 0)));

            {
                Vector3[] points = new Vector3[] { p0, p1, p2, p3 };

                bc = new SimpleCurve(points);
                bc.Create();

                sm = new VertexBufferModel(bc.VertexBuffer,bc.PrimitiveCount,bc.VertexDeclaration,bc.VertexDeclaration.GetVertexStrideSize(0));
                sm.LoadModelo();
                CurveShader shader = new CurveShader();
                shader.Initialize();
                IMaterial mat = new Material(shader);
                IObject obj3 = new SimpleObject(mat, new DummyPhysicObject(), sm);
                mundo.AddObject(obj3);
            }

            {
                SimpleModel sm = new SimpleModel("..\\Content\\Model\\cenario");
                sm.LoadModelo();
                IPhysicObject pi = new TriangleMeshObject(Vector3.Zero, sm);                
                CustomDeferred shader = new CustomDeferred(false, false, false, false);
                shader.SpecularIntensity = 0;
                shader.SpecularPower = 0;
                shader.Initialize();
                IMaterial mat = new Material(shader, MaterialType.DEFERRED);
                IObject obj3 = new SimpleObject(mat, pi, sm);
                mundo.AddObject(obj3);
            }            

            #endregion            

            cam = new CameraFirstPerson(true);            
            cam.FarPlane = 3000;

            LightThrowBepu lt = new LightThrowBepu(mundo, engine);         

            #region NormalLight
            DirectionalLight ld1 = new DirectionalLight(Vector3.Left, Color.White);
            DirectionalLight ld2 = new DirectionalLight(Vector3.Right, Color.White);
            DirectionalLight ld3 = new DirectionalLight(Vector3.Backward, Color.White);
            DirectionalLight ld4 = new DirectionalLight(Vector3.Forward, Color.White);
            DirectionalLight ld5 = new DirectionalLight(Vector3.Down, Color.White);
            float li = 0.4f;
            ld1.LightIntensity = li;
            ld2.LightIntensity = li;
            ld3.LightIntensity = li;
            ld4.LightIntensity = li;
            ld5.LightIntensity = li;
            mundo.AddLight(ld1);
            mundo.AddLight(ld2);
            mundo.AddLight(ld3);
            mundo.AddLight(ld4);
            mundo.AddLight(ld5);
            #endregion

            ////Criacao de uma Tecnica
            DeferredRenderTechnic dr = new DeferredRenderTechnic(engine);
            
            IRenderTechnic[] rt = new IRenderTechnic[] { dr };
            this.RenderTechnics = rt;
            //dr.isDebug = true;
            mundo.AddCamera(cam);
            this.World = mundo;

            InputPlayableKeyBoard ipp = new SimpleConcreteKeyboardInputPlayable(StateKey.PRESS, Keys.Space, Start, EntityType.TOOLS);
            BindKeyCommand bkk = new BindKeyCommand(ipp, BindAction.ADD);
            CommandProcessor.getCommandProcessor().SendCommandAssyncronous(bkk);

        }

        public void Start(InputPlayableKeyBoard ipp)
        {
            bc.Subdivide();
            sm.ResetModel(bc.VertexBuffer, bc.PrimitiveCount, bc.VertexDeclaration, bc.VertexDeclaration.GetVertexStrideSize(0));
        }


    }
}

